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Winsaucerer
The Southern Legion RISE of LEGION
124
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Posted - 2013.06.18 13:23:00 -
[1] - Quote
Hi,
When I have no mods on my tank, it has 10% armor resists, due to my skills.
When I add a 15% resistance plate, it jumps to 23.5%, iirc. However, I don't understand why. If it uses the full 15% added, then it would be 25%. If we multiplied, it would be 26.5%. If we count the 10% from skills as a stacking penalty, it's 24.99%. If we assume that it counts the 10% first, rather than reducing the bonus in order from largest to smallest, it's 24.34%.
Basically, I can't figure out why it's 23.5% (or whatever it is, I can't quite remember). Is the displayed value wrong? Or is it calculated in a way I haven't considered yet?
Did a search, couldn't find an existing thread discussing this, though I expect such do exist.
Thanks |
The Attorney General
ZionTCD
89
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Posted - 2013.06.18 13:41:00 -
[2] - Quote
Stacking penalties.
Seems stupid, and I think it is, but that is how it goes.
Not sure if it applies to active hardeners as well, but I suspect it does. |
Winsaucerer
The Southern Legion RISE of LEGION
124
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Posted - 2013.06.18 14:24:00 -
[3] - Quote
The Attorney General wrote:Stacking penalties.
Seems stupid, and I think it is, but that is how it goes.
Not sure if it applies to active hardeners as well, but I suspect it does.
As mentioned in my OP, stacking penalties don't give the same result as what the game displays in game. I'm trying to work out if it's using some other method, or if it's a display bug. |
Winsaucerer
The Southern Legion RISE of LEGION
124
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Posted - 2013.06.18 23:42:00 -
[4] - Quote
Anyone understand why? |
Aqil Aegivan
The Southern Legion RISE of LEGION
131
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Posted - 2013.06.19 00:08:00 -
[5] - Quote
10 + (0.869 * 15) = 23.035
It's not exactly right, possibly due to rounding or my own fuzzy memory of stacking penalty mechanics.
I don't know why the module gets a stacking penalty but that seems to be the case. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
471
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Posted - 2013.06.19 00:30:00 -
[6] - Quote
Math is the reason.
As far as I know stacking penalties haven't been implemented on reductive modifiers, and even if they would they wouldn't apply to first module (because it is a module stacking penalty).
Math, because if you would have three 50% resistance mods and calculated by adding percentages, it would go like this
"0,50+0,50+0,50 = 1,50 = 150%" which would mean that if you take damage you would get negative damage. Which can never happen ofc.
Now, where that 23,5% res comes from:
Every additional resistance bonus is calculated from the remaining amount. The following should clarify.
Base resistance 0% =0,00 with Skills 10% = 0,10
now as you calculate 15% resistance bonus, it reduces the remaining 'damage hole'. Remaining amount in numbers: 1,00 - 0,10 = 0,90
Now the 15% is calculated on that remaining damage hole: 0,90 x 0,85 = 0,765 which is the new damage hole.
In order to see what is the reduction amount instead of the hole: 1,00 - 0,765 = 0,235 = 23,5% resistance.
As you see the math dictates the following: - Each additional reduction bonus (resistance for example) has lesser effect, even without any balancing penalties - It is impossible to reach 100% resistance (without 100% resistance mod, that is) - Traditionally reductive bonuses haven't had penalties because of this - Multiplying bonuses work exactly the opposite, following bonuses have increased effect so that's why penalties are needed for them |
Garth Mandra
The Southern Legion RISE of LEGION
17
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Posted - 2013.06.19 03:56:00 -
[7] - Quote
10% damage reduction = 0.9 x damage taken 15% damage reduction = 0.85 x damage taken
0.9 * 0.85 = 0.765 = 23.5% damage reduction |
Winsaucerer
The Southern Legion RISE of LEGION
124
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Posted - 2013.06.19 04:18:00 -
[8] - Quote
This is perhaps the philosopher in me coming out, but 'math' is not the reason, even if the things you calculate show the reason why CCP has done it this way. Same goes when some cry, 'Science!', or 'Because of science!'. Mathematics is in some sense the ways of calculating what results from particular assumptions about numbers. And in this case, if we simply added the resists, we would get an undesirable game mechanic, and so CCP made different constraints on its implementation.
And the details of your analysis are correct for the one plate situation. I was aware of this way of handling resists from Diablo 3, but for some reason had not thought to consider that that might be what was going on in Dust 514. I should have realised, though...
So given your calculation we can recover the 23.5%. Now there's other situations I still cannot calculate. New scenario: 2x 15% resistance plates, plus standard 10%, is listed as 33.47% in game.
If I do each plate separately, taking 10%, then 15% of the remaining, then 15% of the remaining, I get 34.975% (order doesn't matter). This is higher than 33.47%, of course :)
If I calculate the 15% as a resist on the remaining 0.9 after applying 10% damage reduction, it gives 13.5%. If I then add these together using the stacking penalty, it comes up with a total resist of 25.77%. This gives a final resist of 33.19%. Closer to 33.47%, but still not correct.
So not quite sure how to deal with situations where there are multiple resistance modules.
Quote: - Each additional reduction bonus (resistance for example) has lesser effect, even without any balancing penalties
The raw number is smaller, but the bonus is the same. Taking into account your current defenses, whatever that is, then a 50% reduction will drop that damage in half. Add another one, and it drops whatever damage you now normally take in half again.
So the effect is the same -- or at least, in Diablo 3 it's the same. 10% damage reduction is always a 10% damage reduction -- it reduces the damage you would currently take by 10%, rather than increasing the value of your total damage reduction attribute by 10. |
Avallo Kantor
DUST University Ivy League
65
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Posted - 2013.06.19 04:32:00 -
[9] - Quote
Garth Mandra wrote:10% damage reduction = 0.9 x damage taken 15% damage reduction = 0.85 x damage taken
0.9 * 0.85 = 0.765 = 23.5% damage reduction
As his math correctly identifies additional damage reduction only reduces damage by the amount of remaining damage you are taking. This is done in EVE such that simply adding 4x 40% damage reduction doesn't give you 100% resist.
It's rather unique to damage resistances, and helps to ensure a natural stacking penalty.
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Aqil Aegivan
The Southern Legion RISE of LEGION
131
|
Posted - 2013.06.19 05:20:00 -
[10] - Quote
Can someone who uses a tank tell me if the resistance figures here (in column E) are accurate?
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Winsaucerer
The Southern Legion RISE of LEGION
124
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Posted - 2013.06.19 06:09:00 -
[11] - Quote
Aqil Aegivan wrote:Can someone who uses a tank tell me if the resistance figures here (in column E) are accurate?
I can't check the others right now, but the first two are right. So it is just a basic stacking penalty, but the stacking penalty calculator I made didn't let me see this. I'll modify it to give more info when I can -- that is, split it up to show the individual bonuses as well as total.
I may also create a resistances calculator. We shall see.
Aqil, one more test case: With 10% damage reduction from skills, a 15% module, and a 10% module, the game shows 29.56% as my final resists. |
Shijima Kuraimaru
WarRavens League of Infamy
222
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Posted - 2013.06.19 06:13:00 -
[12] - Quote
Avallo Kantor wrote:Garth Mandra wrote:10% damage reduction = 0.9 x damage taken 15% damage reduction = 0.85 x damage taken
0.9 * 0.85 = 0.765 = 23.5% damage reduction As his math correctly identifies additional damage reduction only reduces damage by the amount of remaining damage you are taking. This is done in EVE such that simply adding 4x 40% damage reduction doesn't give you 100% resist. It's rather unique to damage resistances, and helps to ensure a natural stacking penalty.
I believe Eve resistances are hard capped at 95% anyway. Not that many people get that high. |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.19 06:29:00 -
[13] - Quote
So I've modified the calculator, and get the same results now for the 2x 15 plates situation. But not quite the same as for the 15% + 10% resistance case.
However, if I change the order and apply the smaller penalty for stacking to the 10% plate, and the larger to the 15% plate, then I get back 29.56% which is what the game reports.
So it seems like the game might be calculating it incorrectly for multiple plates -- that is, applying the bigger penalty to the higher resist plate.
Edit: which I see Aqil that you have now discovered, also. |
Vyzion Eyri
The Southern Legion RISE of LEGION
754
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Posted - 2013.06.19 06:40:00 -
[14] - Quote
Winsaucerer wrote:that is, applying the bigger penalty to the higher resist plate.
Perhaps this is because the effect of 'adding resistance' is actually damage reduction by %? Therefore a 10% resistance increasing plate = a -10% in damage taken, whilst a 15% resistance plate = -15% damage taken. We've assumed stacking penalties usually should apply to the lowest bonus first, but perhaps because of how it's calculated, it applies to the lowest integer instead, in this case -15 instead of -10.
Don't know if that makes sense... |
Aqil Aegivan
The Southern Legion RISE of LEGION
131
|
Posted - 2013.06.19 06:42:00 -
[15] - Quote
Winsaucerer wrote:Aqil, one more test case: With 10% damage reduction from skills, a 15% module, and a 10% module, the game shows 29.56% as my final resists.
That 's appropriate if the stacking penalty associates the highest penalty with the largest bonus (i.e. the 15% mod is getting .85ish multiplier).
I've updated the table to show a 10% plus a 15% mod giving the result you describe if it helps.
It's not just stacking penalties and KEROSIINI-TERO is correct about the way your skill level interacts with the module to produce a less than 25% initial bonus but it appears that after that it all goes through the same stacking penalty system. At least as far as I can tell from the stats you've given.
edit: And of course sorting plates lowest to highest in applying penalties as you've discovered. |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.19 06:48:00 -
[16] - Quote
Yep, I think we've figured it out. The only question that remains is whether it is a display bug, an actual bug, or working as intended.
I have been ordering from best to worst in order to apply stacking penalty, as this appears to be the way that EVE Online does it (check conclusion 2 here).
I'll post a bug report on the appropriate subforum here. |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.19 06:53:00 -
[17] - Quote
Bug report posted. |
Beld Errmon
Internal Error. Negative-Feedback
656
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Posted - 2013.06.19 06:55:00 -
[18] - Quote
This kinda math makes my head hurt, there is a reason i study plants and animals |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
472
|
Posted - 2013.06.19 16:53:00 -
[19] - Quote
Winsaucerer wrote: . . So given your calculation we can recover the 23.5%. Now there's other situations I still cannot calculate. New scenario: 2x 15% resistance plates, plus standard 10%, is listed as 33.47% in game.
If I do each plate separately, taking 10%, then 15% of the remaining, then 15% of the remaining, I get 34.975% (order doesn't matter). This is higher than 33.47%, of course :)
If I calculate the 15% as a resist on the remaining 0.9 after applying 10% damage reduction, it gives 13.5%. If I then add these together using the stacking penalty, it comes up with a total resist of 25.77%. This gives a final resist of 33.19%. Closer to 33.47%, but still not correct.
So not quite sure how to deal with situations where there are multiple resistance modules. . .
Ok, as I don't have access to games resistance results, I checked your value of 10%skill and 2x 15% res mod ==> 33,47% res
I tested with stacking penalty values from http://www.eve-wiki.net/index.php?title=Stacking_penalty
and found out that:
Base: 10% skill = 1-0,10 = 0,90 1st 15% res mod = 1-0,15 = 0,85 2nd 15% res mod WITH stacking penalty = (1- 0,15*0,87) = 0,8695
All those multiplied are 0,6651675 and 1-0,6651675 = 33,48325% resistance after skill, unpenalised mod and first penalised mod
This is so close to value (33,47%) you reported it is possible that it's some rounding issue. |
EnglishSnake
Zumari Force Projection Caldari State
1317
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Posted - 2013.06.19 17:03:00 -
[20] - Quote
Resistances or anything which are given for skills shouldnt have stacking penalties
So with shield core skills you get 10% resistance for lvl5 and the same with caladri logi LAV skill so in total you should have 20% off the bat
Then if you add a passive resistance mod then its 35% then the 2nd mod will have stacking penalities because its a mod
Thats how it should work tbh |
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Altina McAlterson
Not Guilty EoN.
551
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Posted - 2013.06.19 19:37:00 -
[21] - Quote
EnglishSnake wrote:Resistances or anything which are given for skills shouldnt have stacking penalties
So with shield core skills you get 10% resistance for lvl5 and the same with caladri logi LAV skill so in total you should have 20% off the bat
Then if you add a passive resistance mod then its 35% then the 2nd mod will have stacking penalities because its a mod
Thats how it should work tbh Skills never have stacking penalties but they are always multiplied so two skills both giving 10% boost to resistances would be give you only a 19% damage reduction. This is just a result of multiplying values that reduce a particular stat as opposed to increasing it.
With bonuses that increase a stat the total bonus you get from multiplying them together is more than you would get from adding them, but with bonuses that decrease a stat the opposite is true. It honestly is just math. This is not a stacking penalty any more than having two skills that increase something by 10% each giving a total bonus of 21% is a stacking bonus.
And as for the number that was .0001 off I would say that's definitely just a result of the game rounding everything up. |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.20 09:17:00 -
[22] - Quote
KEROSIINI-TERO wrote:Ok, as I don't have access to games resistance results, I checked your value of 10%skill and 2x 15% res mod ==> 33,47% res I tested with stacking penalty values from http://www.eve-wiki.net/index.php?title=Stacking_penaltyand found out that: Base: 10% skill = 1-0,10 = 0,90 1st 15% res mod = 1-0,15 = 0,85 2nd 15% res mod WITH stacking penalty = (1- 0,15*0,87) = 0,8695 All those multiplied are 0,6651675 and 1-0,6651675 = 33,48325% resistance after skill, unpenalised mod and first penalised modThis is so close to value (33,47%) you reported it is possible that it's some rounding issue.
Yep, that one works correct, as you can see from the preceding conversation. There is a problem with a scenario where you have 1x15% and 1x10%, as discussed above. |
Altina McAlterson
Not Guilty EoN.
551
|
Posted - 2013.06.20 09:59:00 -
[23] - Quote
Winsaucerer wrote:KEROSIINI-TERO wrote:Ok, as I don't have access to games resistance results, I checked your value of 10%skill and 2x 15% res mod ==> 33,47% res I tested with stacking penalty values from http://www.eve-wiki.net/index.php?title=Stacking_penaltyand found out that: Base: 10% skill = 1-0,10 = 0,90 1st 15% res mod = 1-0,15 = 0,85 2nd 15% res mod WITH stacking penalty = (1- 0,15*0,87) = 0,8695 All those multiplied are 0,6651675 and 1-0,6651675 = 33,48325% resistance after skill, unpenalised mod and first penalised modThis is so close to value (33,47%) you reported it is possible that it's some rounding issue. Yep, that one works correct, as you can see from the preceding conversation. There is a problem with a scenario where you have 1x15% and 1x10%, as discussed above. I've looked through the thread and I don't know what problem you're talking but I'm going to infer that it has to do with the order the values are calculated when using modules with varying bonuses. It's always done in whatever order will yield the maximum total bonus.
If using a 15% reduction module and a 10% reduction module the penalty should apply to the 10%. |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.20 10:17:00 -
[24] - Quote
Altina McAlterson wrote: I've looked through the thread and I don't know what problem you're talking but I'm going to infer that it has to do with the order the values are calculated when using modules with varying bonuses. It's always done in whatever order will yield the maximum total bonus.
If using a 15% reduction module and a 10% reduction module the penalty should apply to the 10%.
Correct. That's my understanding of how it should be, too. But in order to obtain the value that is shown in game for me, you would have to apply the penalty to the 15% rather than 10% module. So that's the bug -- it appears the penalty is applied to the wrong module.
But it may be a display bug, an actual bug in resistances, or working as intended (contrary to the way it normally works for other modules). |
Altina McAlterson
Not Guilty EoN.
551
|
Posted - 2013.06.20 10:27:00 -
[25] - Quote
Winsaucerer wrote:Altina McAlterson wrote: I've looked through the thread and I don't know what problem you're talking but I'm going to infer that it has to do with the order the values are calculated when using modules with varying bonuses. It's always done in whatever order will yield the maximum total bonus.
If using a 15% reduction module and a 10% reduction module the penalty should apply to the 10%.
Correct. That's my understanding of how it should be, too. But in order to obtain the value that is shown in game for me, you would have to apply the penalty to the 15% rather than 10% module. So that's the bug -- it appears the penalty is applied to the wrong module. But it may be a display bug, an actual bug in resistances, or working as intended (contrary to the way it normally works for other modules). I'm sorry but this thread is really hard for me to keep straight for whatever reason. What modules are you using, what's you skill level and what value is the game displaying? |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
188
|
Posted - 2013.06.20 10:34:00 -
[26] - Quote
Skills bonus should not count as a module, they should be implied in your basic resistance. |
Altina McAlterson
Not Guilty EoN.
551
|
Posted - 2013.06.20 10:39:00 -
[27] - Quote
shaman oga wrote:Skills bonus should not count as a module, they should be implied in your basic resistance. They don't and they are. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
188
|
Posted - 2013.06.20 10:44:00 -
[28] - Quote
He was saying that a 10% (skill bonus) + 15% (module bonus) become a 23.5% resistance, if the game not count the 10% as module, why is there the stacking penalty on the 15% module? |
Bendtner92
Imperfects Negative-Feedback
610
|
Posted - 2013.06.20 10:56:00 -
[29] - Quote
shaman oga wrote:He was saying that a 10% (skill bonus) + 15% (module bonus) become a 23.5% resistance, if the game not count the 10% as module, why is there the stacking penalty on the 15% module? There isn't a stacking penalty on the 15% module. He gets the full effect from it, it's just not 15% of 100, but 15% of 90 instead.
If the 15% module had a stacking penalty he would only get around 13% effect from it, making the total resistance about 21,7% instead of 23,5%. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
188
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Posted - 2013.06.20 11:09:00 -
[30] - Quote
it's not a good thing, it should have a total of 25% of resistance, why a skill should decrease the efficiency of our modules? |
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